The Cage Master uses a mix of fists and blood magic to dominate opponents in-close. The abilities tend to focus on one opponent at a time and emphasise damage over time effects. Enemies will feel the blows long after they've been delivered. The Cage Master can also recover quickly in battle, making use of healing abilities to stay strong in the late rounds.

The Champion is no stranger to being outnumbered. A modern-day ronin, this skilled master of blades and fists relies on equal parts fury and control to deal damage in the middle of a crowd. Meanwhile, the Champion never loses sight of what is most important . survival. The abilities here focus on defence and self-healing, ensuring that for every swift and swirling blow, the Champion is constantly mindful of their own skin.

The Commando is going in with an assault rifle and a shotgun. Firing off a strong mix of single and multi-target abilities, the deck also makes use of leech and self-heal effects to ensure survivability. The Commando is most effective dealing area of effect damage at range. Enemies have a habit of exploding on death when everything goes to plan. Given the Commando's merciless attention to detail, everything usually does.

The Enforcer uses a mix of shotgun and chaos. The shotgun abilities focus on area of effect damage, meaning the Enforcer has no problem going after multiple targets at a time. Meanwhile, chaos is used to promote evasion. This way, the Enforcer has all the tools necessary to create an ugly situation without always having to worry about the consequences.

The Haruspex is a master of entrails and lightning. Through a mix of blood and elemental abilities, they are affliction incarnate. Enemies will not only suffer damage, but suffer it for a long time to come. The deck also has a strong focus on barrier abilities, meaning the Haruspex isn't likely to get caught up in the flow of blood.

The Maverick has never asked for anything from anybody. This is a well-rounded professional who primarily uses pistols to focus on one enemy at a time. The blade is there to finish the job, and for its strong defensive measures. If others get in the way of a one-on-one, the Maverick's strong blend of ground target effects and self supporting abilities ensures that things seldom get out of hand. And even if they do, there's a good dirty trick that allows for a rapid getaway.

The Polariser is a master of light and the innermost elements. They use a mix of elemental abilities to hinder targets and do damage from distance. The pistols are there to take advantage by dealing extra damage and adding a splash of healing. Critical hits are a key component of the deck. For example, a timely anima charge could be all that's needed to set up the big final blow. This isn't a deck for getting dirty. The Polariser is most comfortable at range.

The Punisher hits hard with a hammer and an assault rifle. This is an area of effect melee build, which means there's no nonsense and everybody pays. Tough and overly clever enemies will go down just like the rest of them. The Punisher is hard-hitting and makes effective use of the impair state. However, it's never all about offense. They also know how to block, heal, and most importantly, survive.

The Trickster uses a mix of chaos and fists to escalate situations and then undermine their opponents' will. The deck focuses on area of effect attacks that can also weaken, impair and knock down the targets. The Trickster is a master of stacking extra buffs to increase their damage. At the same time, they rely on illusions and probability, which allows them to evade danger.

The Warrior attacks aggressively with assault rifle and shotgun, able to control the field and deal huge close-range damage. This deck offers area-of-effect attacks and many opportunities to hinder pursuers. A Warrior can keep enemies at a distance and wear them down, or blast those that stray too close. The Warrior's passive abilities provide interplay for hindering effects and penetration, causing their shotgun attacks to be particularly ferocious.

The Ninja is a careful killer, using elemental powers to set up a target then finishing with blades. The deck promotes using elemental attacks to cripple and damage enemies from range, then dashing in for the final blow. A Ninja's blade attacks also benefit from high penetration chance. The elite abilities provide guaranteed penetrating strikes and damage-over-time infliction. Interplay between these effects is key to the deck's effectiveness.

The Neoshaman crosses the streams of blood and chaos magic to great effect. This deck encourages impairing enemies, then using the multi-hit focus attacks to trigger the passive abilities. Attacking an impaired target, the Neoshaman benefits from a range of effects from damage to debuffs to health restoration. An effective Neoshaman makes good use of hit rating buffs and additional hits to cascade through their passive abilities.

The Chaos Theorist rewrites the rules of close combat with chaos magic and fist weapons. This deck is based around area-of-effect attacks and impairment. Dashes allow you to move to enemies, or chaos magic abilities can pull enemies to you. Managing range is important for a successful Chaos Theorist. Supporting passive abilities prey on impaired enemies, and can provide a heal-over-time effect to give the Chaos Theorist good sustainability.

The Martial Artist's careful dance of chaos and blades seems to slip between attacks. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. Abilities allow the Martial Artist to evade damage outright and gain a variety of beneficial buffs during combat. The Martial Artist can briefly cheat death to take the brunt of enemy aggression, and shrug off controlling effects faster with their elite abilities.

The Pandemonist conducts the volatile forces of elemental and blood magic. This chain attack-focused deck benefits from this mixture by adding damage-over-time elements to chain hits. A Pandemonist's chain attacks will jump further and more often, rapidly building up damage-over-time debuffs. A Pandemonist also benefits from a strong suite of both single-target and area-of-effect control abilities, allowing them to set up chain targets and keep out of danger.

The Wu is a brutal brawler who uses fists and blood magic to overpower opponents. Focusing on a single target at a time, this deck applies multiple damage-over-time effects to exploit. While the opponent suffers from attrition, the Wu increases their attack and damage potential. The Wu operates best by rapidly bringing down one target, then moving on to the next. The elite active ability provides a damaging charge to the next victim.

The Monk cleanses with the harmony of fist weapons and the rhythm of the assault rifle. This is a healing deck, focusing on applying heal-over-time restorative effects. The Monk further supports allies with reactive heals and health leech buffs, given boosted healing potential from passive abilities. The elite abilities provide group-wide healing and heal-over-time effects, and give allies additional healing benefits when critically healed.

The Warlord wields their hammer and chaos magic to huge disruptive potential. Most effective in the middle of the fray, this deck provides group control through area-of-effect damage and knockdowns. In addition, the Warlord's control effects leave enemies vulnerable to follow-up attacks. Utilising the elite abilities, the Warlord's ability to inflict impairment effects and their duration are increased. Many of the passive abilities prey on impaired enemies.

The Assassin's pistols and blood magic are a potent combination. This deck uses a variety of game systems. When the Assassin attacks with channelled abilities, they gain blood magic barriers to sustain themselves. Stackable critical hit buffs are built up through summoning drones and from passive abilities. Finally, stun and hindrance effects keep the Assassin from being overrun, and allow them to pick off targets with ease.

The Hunter controls the ground with their shotgun and elemental traps. This deck focuses heavily on area-of-effect damage, with supporting abilities that extend duration and increase damage. The Hunter also has options to hinder enemies, trapping them for longer in area-of-effect damage effects. In addition, the Hunter's passive abilities provide penetration buffs every time enemies are hindered. These increase the Hunter's damage and refresh their resources.

The Panoptic Core is all-embracing. It allows one to see everything, take all elements into consideration. The select few who are plugged into the core cannot rest on their laurels. They are constantly adapting, evolving, breathing and buzzing as one with the world. This is not a type, or a style, or a strategy. This is everything.